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@ -1,5 +1,7 @@ |
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#version 100 |
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precision mediump float; |
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// Input vertex attributes (from vertex shader) |
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varying vec2 fragTexCoord; |
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@ -14,8 +16,7 @@ void main() |
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{ |
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// Handle potential Y-flipping |
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vec2 texCoord = fragTexCoord; |
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if (flipY) |
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texCoord.y = 1.0 - texCoord.y; |
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if (flipY) texCoord.y = 1.0 - texCoord.y; |
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// Sample depth texture |
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float depth = texture2D(depthTexture, texCoord).r; |
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@ -25,4 +26,4 @@ void main() |
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// Output final color |
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gl_FragColor = vec4(vec3(linearDepth), 1.0); |
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} |
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} |